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	<title>Comments on: Getting your players to care about each other</title>
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	<link>http://trollitc.com/2009/10/getting-your-players-to-care-about-each-other/</link>
	<description>Gaming on your level</description>
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		<title>By: vibrator sex toys</title>
		<link>http://trollitc.com/2009/10/getting-your-players-to-care-about-each-other/comment-page-1/#comment-3037</link>
		<dc:creator>vibrator sex toys</dc:creator>
		<pubDate>Sat, 28 Nov 2009 07:55:57 +0000</pubDate>
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		<description>I agree that you should really unify your players in order to make them care for each other. But like what you&#039;ve said, it should not be forced. Instead of using force, just create an activity that would call forth unity among the characters.</description>
		<content:encoded><![CDATA[<p>I agree that you should really unify your players in order to make them care for each other. But like what you&#8217;ve said, it should not be forced. Instead of using force, just create an activity that would call forth unity among the characters.</p>
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		<title>By: Dodeca</title>
		<link>http://trollitc.com/2009/10/getting-your-players-to-care-about-each-other/comment-page-1/#comment-2823</link>
		<dc:creator>Dodeca</dc:creator>
		<pubDate>Tue, 13 Oct 2009 22:55:31 +0000</pubDate>
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		<description>Interesting post, but I think you&#039;re conflating two things: player trust and character trust. A game with high player trust but low character trust will work because the players know not to take in-game actions personally. e.g. A group of close friends can play a face-stabbing free-for-all game and reminisce about it later because of the strength of their friendship. On the other hand, a game with low player trust but high character trust will work only if the players learn to trust each other. e.g. A group where two of the members are sworn enemies playing a game where the characters are declared to all be best buddies will fall apart as the players bring their enmity into the game.</description>
		<content:encoded><![CDATA[<p>Interesting post, but I think you&#8217;re conflating two things: player trust and character trust. A game with high player trust but low character trust will work because the players know not to take in-game actions personally. e.g. A group of close friends can play a face-stabbing free-for-all game and reminisce about it later because of the strength of their friendship. On the other hand, a game with low player trust but high character trust will work only if the players learn to trust each other. e.g. A group where two of the members are sworn enemies playing a game where the characters are declared to all be best buddies will fall apart as the players bring their enmity into the game.</p>
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